Friday, 27 March 2020

Monster: Scyther of Thoon

Monster: Scyther of Thoon

Scythers of Thoon are more advanced construct troops that wield dual-wield scythes, have headlights eyes, can shoot fire beams out of the eyes, and dispel magic with a touch. Cool.

Scyther of Thoon [Monster Manual V, page 116]

160  points
Attribute Modifiers: ST+4 [40]; DX+2 [40]; IQ-10 [-200]; HT+1 [10].
Secondary Characteristic Modifiers: HP+2 [4]; Will+10 [50]; Per+10 [50]; Basic Speed +0.25 [5].
Advantages: Dark Vision [25]; DR 4 [20]; DR 4 (Limited, Electricity, -40%) [12]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; Extra Arms 2 [20]; Extra Attack 1 [25]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Spell-Like Abilities (Alternative Abilities) [15]:
Flame Jet 2 (Gaze-based, +0%) [10/5=2] – see Pyramid #3-63, page 8.
Disadvantages: Automaton [-85]; Cannot Learn [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Perks: Illumination (Headlights) [1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Flame Jet 2 (Gaze-based, +0%) [10/5=2] -> Flame Jet 2 (Gaze-based, +0%) [15]

Typical Stats
ST:
14
HP:
16
Speed:
6
DX:
12
Will:
10
Move:
6
IQ:
0
Per:
10


HT:
11
FP:
N/A
SM:
+0
Dodge:
9
Parry:
9U
DR:
4, 4 (vs. electricity), 20 (vs. acid)
Scythe swing (13): swing 3d-1 cutting, Reach 1.
Scythe swing (13): swing 2d+1 impaling, Reach 1.
Scythe thrust (13): thrust 1d-1 cutting (KYOS: 1d+1 cutting), Reach 1. Hook.
Spell-Like Abilities (Alternative Abilities):
Flame Jet 2 (14) – see Pyramid #3-63, page 8.

                Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); Extra Arms 2; Extra Attack 1; High Pain Threshold; Illumination (Headlights); Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Acidic Effects; Injury Tolerance (Unliving, No Blood); Internal Sealed (Acid-Resistant Only); No Sense of Smell/Taste; Numb; Reprogrammable; Sealed (Acid-Resistant Only); Sterile; Social Stigma (Valuable Property); Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unnatural; Vacuum Support; Wealth (Dead Broke).
Skills: Innate Attack (Gaze)-14; Two-Handed Axe/Mace-13.
Creature Type: Construct.


NEW SORCERY SPELL

Dispelling Touch
Keywords: Obvious, Resisted (Will or spell).
Full Cost: 13 points.
Casting Roll: Will. Use DX or unarmed combat skills to hit,
Range: Touch.
Duration: Instantaneous.

Attempts to negate every instance of magic affecting the subject. Dispelling Touch does not care if the spell is beneficial or harmful; this spell attempts to counter everything. Casting Dispelling Touch on another magician will remove any Buff spells and such that he’d previously cast upon himself, but does not affect any of his more distant ongoing spells nor his spellcasting ability.
Note how much the sorcerer’s Will roll succeeds by; every spell affecting the subject resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the sorcerer wins, the spell dissipates; it may be recast normally.
Dispel Magic has no effect on instantaneous spells (which don’t stick around) or on the secondary effects of lasting spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t go away). Also, some spells explicitly state that they are unaffected by Dispel Magic; such spells cannot be dispelled by Dispelling Touch as well – they require more powerful countermagic, usually Remove Curse (see GUPRS Thaumatology: Sorcery, p. 21). It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Interruption, -50%; Sorcery, -15%) [13].

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